"Zygote: The Rebel Uprising" is a first-person video game set amid the emerging battle between the Patogens and the Rebel Kinship. The player joins the Kinship resistance to master vital skills that will shape their combined destiny.

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A discussion on Zygote's Blood Spatter Manager including a technical overview and video demonstration. Zygote is a first-person action/shooter/adventure. A war is currently underway... Explore the world and it's characters to support the Kinship resistance against the advancing Patogens. Discover the rationale for your existence to ultimately answer the question "Why am I here?"

Posted by GamesOfEdan on Oct 4th, 2013

Hi everyone,
Today's post discusses Zygote's Blood Spatter Manager (BSM) currently under development.

The BSM addresses these requirements:

  • Provide visual feedback when damage received
  • Provide indication to source direction of damage
  • Disrupt visual clarity when damage received
  • Optimise resource usage (eg. minimise draw calls/memory allocations)

Demonstration Video

This video demonstrates the BSM under test as the player sustains damage. Note the FPS display is not indicative of live gameplay. This video was recorded in the editor with a bunch of things being monitored and a screen capture program running.

Example Player View

Here's an example view of the player's perspective after receiving damage.

  • The spatter generated increases with damage sustained (ie. more damage = more spatter).
  • The screen location indicates the source direction (eg. enemy firing, explosion).
  • The player's view is obscured by the spatter.
  • Gravity is simulated by sliding spatter down the screen.

Blood Spatter Test/Demo

Player, Cameras & Blood Spatter

The scene is visualised using 2 cameras:

  • The primary Player Camera displays the main world geometry, NPCs, lights etc.
  • A secondary FX Camera is used to display blood spatter and is overlaid onto the primary scene.

Blood Spatter Test/Demo

Blood Spatter Positioning

The textured quads are located just inside the FX Camera's near plane and orientated to face the player.

Blood Spatter Test/Demo


Technical considerations integrated into the BSM to optimise resource usage:

  • Geometry (ie. quads/billboards) shares the same material so the Unity 3d dynamic batching can reduce the necessary draw calls to 1. In this example the batching has saved 23 draw calls.
  • A texture atlas provides variety whilst sharing the same material.
  • Geometry is managed in a resource pool to recycle the quads and hence reduce memory allocations.
The texture atlas shared by the blood spatter quads

Blood Spatter Test/Demo

More Information


  • Zygote for high resolution screenshots and logos of our game
  • Games of Edan for background info and photos of our team

Until next time,

Post comment Comments
SPY-maps Oct 10 2013, 1:15pm says:

wow, you did put in a lot of work to make the blood splatters work right. They look great on sceen and i like it how they drip down, in different speeds from each other.

nice work!


+1 vote     reply to comment
GamesOfEdan Author
GamesOfEdan Oct 14 2013, 11:40pm says:

Thank you again Leon. I'm glad you liked it.

+1 vote   reply to comment
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